Fallout 2d20 RPG Settlers Supplement Digital PDF 2
Fallout 2d20 RPG Settlers Supplement Digital PDF 2
Settlers Supplement
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Lead Designer Financial Controller Community and Design Translations and Publishing
Nathan Dowdell Luc Woolfenden Assistant Manager
Writing Logistics and Production Domonic Westerland Matt Timm
Beth tone, Nathan Manager Scheduling and Design Distribution and Key
Dowdell, Jordan Peter Grochulski
Campbell, Virginia Assistant Accounts Manager
Art Directors Justin Talsma Gary Moore
Garcia Mchannock,
amantha Webb Rocío Martín Pérez, 2d20 Developer Brand Manager
Ariel Orea Nathan Dowdell Jason Brenner
Editing
Jacky Leung Studio Coordinator RPG Design Assistants Marketing Manager
Rocío Martín Pérez Andy Douthwaite, Ben O’Brien
Graphic Design
Photographer Jess Gibs
Jen McCleary Marketing Coordinator
Fátima Martín Pérez Senior Project Manager haun Hocking
Art Director
Lead 3D Designer Gavin Dady
Ariel Orea Customer Support
Jonny La Trobe-Lewis Project Managers
Cover Artist Representative
Victor Maristane Senior 3D Designers Daniel Lade, Ben Chris Dann
Joana Abbott, Domingo Maunder, Chris
Interior Artwork Artists Díaz Fermín, Chris hepperson, Webstore Manager
Ariel Orea, Victor Haralampos Tsakiris Apinya Ramakomud
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Maristane, Zac ong,
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alvador Trakal, Alexei
Olenski Factory Manager Special Thanks to
3D Designers
Martin Jones The Bethesda design
Proofreading Ben de Bosdari, ean
team: Michael Kochis,
Dylan Ramsey Bullough Senior Production Operatives David Evans, Jessica
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Haralampos Tsakiris Michal E. Cross Voyzey Matt Daniels, Kurt
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Peter Grochulski and tephanie Toro, Anthony Morris
and Emil Pagliarulo.
am Webb Chris Webb, Mark Production Operatives
Whittington, Leigh Thomas Bull, Louis
MODIPHIUS ENTERTAINMENT Woosey Modiphius
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Chief Creative Officer Pink, Jake kinner-Guy, Entertainment Ltd.
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teve Daldry Miles Turner,
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ophie Williams Developers Lloyd Gyan
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QA Testers
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CONTENTS
Introduction
Chapter One Chapter Two
SETTLING IN THE SETTLER SETTLEMENTS
WASTELAND CHARACTERS M a n a g i n g Settlements . . . . . . . . . . . . . . . . . 34
Settler Origins . . . . . . . . . . . . . . . . . . . . . . . 10 Settlement Objects and Structures. . . . . . . . .39
Another Settlement Needs Your Help. . . . . . . .4 Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 All the Comforts of Home . . . . . . . . . . . . . . . 52
Choose Equipment ....................25 E xample Wa stela nd Ruins. . . . . . . . . . . . . . . 55
Example Settlement...................57
Chapter Six
SETTLERS OF
THE WASTELAND
Settlers . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Minutemen.........................153
NCR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
The Railroad. . . . . . . . . . . . . . . . . . . . . . . . 161
The Institute. . . . . . . . . . . . . . . . . . . . . . . . 166
Trade Caravans. . . . . . . . . . . . . . . . . . . . . . 170
Robots . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Turrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Introduction
SETTLING IN THE WASTELAND
ANOTHER SETTLEMENT NEEDS YOUR HELP . . . . 4
Introduction
SETTLING IN
THE WASTELAND
ANOTHER SETTLEMENT NEEDS YOUR HELP
In the shadow of nuclear annihilation in the North own secluded settlements. After decades of peaceful
American Commonwealths, pockets of civilization cohabitation in the green jewel of the Commonwealth
endured its harsh nuclear winter. Deep underground in downtown Boston, ghouls were banished from
and experimented on without their knowledge, small Diamond City on a campaign promise by a newly
communities of fortunate candidates populated Vault- elected Mayor McDonough. In the Capital Wasteland,
Tec facilities designed to save humanity, repopulate Underworld is a safe haven for angry and disenfran-
the surface, and test the edges of humanity’s limits. chised ghouls in the region, taking up residence in
Meanwhile, those who had survived the nuclear Washington D.C.’s old Museum of History. While not
strikes across the continent did whatever they could overtly hostile, their suspicion and caution toward
to withstand the nuclear fallout, rebuild, and gather outsiders is well earned, but those looking to trade or
enough supplies to live. While some formed commu- escape the predatory super mutants of the Mall can
nities that helped one another and provided some find safety here for a brief time.
law or order, it wasn’t long before those without the
means to sustain themselves turned to violence to By far, the biggest example of civilization post-
take what they needed. Like the years before the Great Great War is the formation and growth of the New
War, resources are a constant struggle against culti- California Republic, blooming from the tiny ado-
vating the harsh environment and defending against be-covered hovels of hady ands after the dwellers
raiders intent on taking everything they can. of Vault 15 left the safety of their shelter and followed
their reclamation plans: build a settlement from
As years turned into decades, some with prolonged scratch all thanks to the Garden of Eden Creation Kit
exposure to the radiation of the atomic war began to kept in their vault. hady ands quickly established
mutate and turn into ghouls—a necrosis that ravaged itself as a thriving settlement, able to farm the land,
human and animal bodies alike. Their flesh and bodies tend to the wasteland’s unique brand of cattle, and
rotted away. till, their mutations allowed them to defend itself from raiders jealous of their prosperity.
endure the radiation that killed so many others and The attraction of the protection and amenities that
miraculously extended their lifespans. In the west, hady ands provided would allow it to grow into the
some ghoulish survivors of Vault 12 would form the largest population center in pre-War California, and
settlement of Necropolis—a so-called “city of the soon the values and lifestyles it promoted would turn
dead”—a settlement with its own troubles and politics it into the heart of the New California Republic—a
until a pivotal encounter with a vault dweller from democratic society of personal liberty, freedom an
Vault 13 to the northeast. In the east, ghouls emerged economy, and law and order. New California would
just as early as the west coast and eked out what lives expand its borders over the decades to subsume sev-
they could amongst other human survivors. They did eral other settlements and form several ‘states’ from
not always find themselves welcome, fleeing perse- Arroyo in the north to Baja in the south.
cution from xenophobic neighbors or forming their
Pockets of civilization endure along the east coast and the Boston ruins. Their performance would raise
south into the Appalachian Mountains, but not one their reputation around the Commonwealth to great
polity claims to govern the whole area’s inhabitants. heights, leading them to attempt to form a provi-
In the Commonwealth Wasteland, survivors are scat- sional government, only to be thwarted by a bloody
tered along the coast and centralized around the ruins plot that killed the delegates. Eventually, the Quincy
of Boston, Massachusetts, where different factions Massacre would end this version of the Minutemen,
fight for the little resources left among the devastation as defection and outright assault by the Gunners
of the city hit directly by one of the atomic bombs would destroy the militia’s command structure and
that hit landfall. Emerging from the crater, settlers manpower.
used the sanctuary of Fenway Park baseball stadium’s
high walls to build the Commonwealth’s “Great Green In Appalachia, the emergency services of the pre-
Jewel”—Diamond City. There, settlers enjoyed sanctu- War state of West Virginia would form a part crisis
ary from the dangers of the wasteland around the city response team, part government merely dubbed “The
and its harbor. Internal politics shaped the settlement Responders.” These volunteers formed one of the
as much as its need to defend itself from external first organized community-response groups after
threats. From the evolution of a class structure within the war to help those struggling in the area. The
‘the stands’ to the expulsion of its ghoul population, Responders took to heart the philosophy “you teach
where overt attacks don’t work, people interested in a man to fish” and provided training on basic survival
influencing the Green Jewel must resort to infiltration techniques to anyone able to access their automated
and exploitation. terminals. Integrating with several settlements and
being the best source of food and medicine allowed
Meanwhile, for a time, the Commonwealth would the Responders to hold out a good number of years,
be under the protection of the Minutemen, a militia only a threat as pervasive as the corched Plague in
group with the honorable intent of protecting the the region being enough to wipe them out. However,
people of the Commonwealth at a moment’s notice, that would not be the end of the Responders or the
and this objective would lead them to a decisive battle infrastructure they would leave behind.
protecting Diamond City against super mutants from
With a small army of automatrons to help protect and CHAPTER SIX: SETTLERS OF
manage your settlements, your settlers can rest easy THE WASTELAND
and focus on the things that will make them thrive.
The ettlers of the Wasteland chapter provides new
Your robotic allies can also assist you on dangerous
NPCs focused on settlers, survivors, traders, and
scavenging excursions or as backup when facing a ter-
robots. These NPCs can be used as helpful allies,
rifying foe—just make sure you have the talents and
on-the-road acquaintances, or to populate settlements
skill to build and maintain them.
the player characters encounter on their travels.
